For the promotion of Kaidan, I need to post a Magic Item (or spell) for use in a 3x/Pathfinder system this Friday.
One idea is a Folding Fan of Courtly Diplomacy (or some such name) grants bonuses to diplomacy when held open, and it may in fact help bluff someone as well, so perhaps bluff bonuses to. I'd like it to actually be able to do a mind-affecting compulsion, but haven't figured out what.
Any other possibilities for something more exciting? It needs to be cool and desireable. Start shooting ideas - if you have mechanics ideas in use, that's good too, but I just need some ideas...
Thoughts?
GP
bi ; associated with the heavens (http://www.chinese-handicraft.com/craft/upimg/userup/0709/040630391F3.jpg)
cong; associated with the earth (http://www.hermitagefoundation.org/collection/Neolithic%20Cong%20for%20postcard.jpg)
Oh. Thought I had more ideas. Hopefully at least the imagery helps. Good Luck.
Here's a quick one:
[spoiler="The bleeding sashimono"]
The design on this ghostly white banner is painted in the red of blood, and appears to be somehow animated. When the sashimono is not carried by anyone, the design resembles a simple, static circle. When worn by a warrior it springs to life, shifting and changing, assuming the shape of a symbol or kanji that reflects the personality or past (or perhaps even the future destiny?) of the wearer. When worn during combat, the red paint bleeds like an open wound. The wearer of the sashimono gains a subtly frightening appearance that unnerves his enemies (unless they resist the effect), and bolsters his courage. If the wearer ever acts cowardly while wearing the sashimono, it immediately falls off and cannot be carried by that character anymore.[/spoiler]
Good ideas and I will definitely use them.
Actually made a decision on the magic items that I will be posting as the free preview this Friday. I call them Ancestral Relics. Think Weapons of Legacy, but not as broken, or poorly designed.
Rather than rituals, expenditure of gold or experience, Ancestral Relics require none of that. They have no cost, as the secrets of their crafting is long since lost. These items become the heriditary artifacts of each house that possesses them. In ages past an ancestors soul has been bound to these items. They are passed down to heroic members of the family (the PC).
Like Weapons of Legacy, Ancestral Relics power up with the wielder. Requirements are a born member of the house possessing an item. The taking of the Ancestral Relic feat - which allow activation of an Ancestral Relic's power at 1st, then 3rd level and every three after that for a total of 7 activated powers up to 20th. A Ancestral Relic weapon for example can gain +1 bonus to attack and damage up to +5 bonus, then gains up to two different special weapon properties.
Because Ancestral Relics are tied to one's family, and to one's ancestor's bound soul, these items only function as masterwork mundane items in the hands of someone not of appropriate bloodline.
Finally Ancestral Relics are tied to one's level of honor (10 point system, haven't figured it out yet), a minimum level of honor is required to activate. Only the highest level of honor can access the highest level powers. If one loses Honor, they lose access to a given power, until Honor is regained.
Unlike Weapons of Legacy, Ancestral Relics are not limited to weapons but to a variety of appropriate items based on family and character class.
I plan to offer one Ancestral Relic Weapon, Samurai Item and Commoners Item with the Preview.
So the selection for the preview is secure. Of course I still need magic item ideas, so keep them coming if you please.
GP
Along the lines of the diplomacy fans, perhaps a mask of intimidation.
Armoire of Invincibility?
I really[\b] like the idea of the fan. Do you plan on making the@setting magic item heavy? If you hadn't thought of ideas before now, maybe it doesn't need to be.
While I have no in-depth knowledge of your setting, from the general concepts I feel that ornate armors with some sort of magical protections would be fitting. Maybe wards against certain types of elemental damage or protection from magical control.
I have thought about my magic items, but other than some general directions and intentions, I haven't statted out any ready for a preview, so that's what I had to do tonight to get some content to Rite Publishing. I went for the Ancestral Relic idea with a Samurai katana and a Farmer's Awl with many useful properties - so items aren't tied to Samurai only.
In some sense I don't want to be overly wrought with magic items, but I definitely need quite a few. I am building the setting intended to be compatible with Pathfinder, so I have to meet that audience's expectations as well. Still my setting might be less weight in magic items.
One thing, mundane items that survive a century in Japanese lore, often become animate and have 'powers' from the spirit inherent in all crafted goods, since the maker puts his own ki into the making of everything. This kind of item should exist as well. Still these should be items that see normal use, such that wear and tear will prevent most items from surviving a century. So some level magic items in Kaidan aren't even wizard enchanted, rather they enchant themselves.
I want to include the spiritual nature of Japan in a number of ways into the mechanics of the setting...
On an aside I learned from some blogger Australian in Japan playing in a local gaming club, they have a bastardized Pathfinder Core rulebook that's half rewritten in Japanese and half Japanicized English, for parts of the rules that don't fit Japanese culture. Wards is something they don't have in most cases. The Japanese call Protection from Evil, Purotekshun furomu ewiru (written in katakana script), because they don't have a Japanese word for that spell!
Anyway, all ideas will be considered.
GP
I've honestly always preferred handling magic items in a similar way, honestly. +1 swords are boring. I think it's better for things to have story reason, even if the mechanics break down to it just being the same +1 sword it's better if it got to be that way because it was forged by a master smith long ago and once belonged to a great war hero.
I'll be very interested to see the commoner's item. That, to me, should prove more interesting.
OK, experiment with using Spoiler tag, and my notes on Ancestral Relics I sent from cleanup and prep for Preview...
[spoiler]Ancestral Relics:
Ancestral relics are magical weapons and items of near artifact quality, that are empowered with a progression of combat bonuses and abilities that are tied to its wielder's level and honor rank. Only those of the equal levels of honor matching their items power level can use its powers. Loss of honor incur loss of those power access. Regaining honor can reactivate powers lost this way.
Ancestral relics are priceless and the secrets to their manufacture have been forcibly lost by imperial decree over 600 years ago. Only a little over 100 such items are known to exist, mostly held in the hands of the various noble, samurai and commoner houses, though there's reason to suspect the yakuza have their own as well. Only the noble houses possess more than one such item.
Though the rest of its secrets are lost, it is known that a leading member of the house chosen to receive an ancestral relic relinquished her soul in a horribly murderous rite to become enslaved within it. The ancestor's soul is what fuels the powers carried by the item.
Near the end of the first century after the founding of the empire the secrets to crafting ancestral relics were closely guarded by the onmyoji wizards and they alone created them for all the great houses, even many notable commoner houses. One infamous episode involved the onmyoji brother of the Daimyo of Hamato, who slew his brother and enslaved his soul into a powerful mirror, and became daimyo himself. Although he was allowed to take power, all documents recording the manufacture of ancestral relics were confiscated and destroyed throughout the empire. By decree of the imperial throne the crafting of ancestral relics was forbidden on payment of honorless death. It is believed a little over a hundred ancestral relics exist in the empire scattered throughout the various noble, samurai and commoner houses in Kaidan.
Ancestral Relics are magical devices that carry a progressive list of powers attained by its wielders as they progress in power.
1. Ancestral Relics are tied to the family that possesses the item, having been empowered by the binding of the soul one of that family's ancestors into the weapon or item.
2. Ancestral Relics work only as masterwork items in the hands of someone not of the appropriate family.
3. Ancestral Relics include weapons and items, and exist in many bloodlines, including Samurai, Commoner, Animal and Tainted castes.
4. Ancestral Relic powers are activated through event triggers, unique to each item. (For example: Ancestral Relic katana first power is activated once its wielder defeats a family enemy in single combat) at GM's discretion.
5. Once an Ancestral Relic's power is activate, additional powers cannot be activated until the wielder has leveled up at least 2 times. Thus powers are activated a minimum of every three levels.
6. Ancestral Weapons can gain a +1 bonus to attack and damage at each power activation up to +5, then acquire varying special weapon properties or spells attached to them.
7. Ancestral Relic Items can be a personal item, utensil, for use in and/or out of combat.
8. Most families only possess one such Ancestral Item, though some of the greater samurai houses have two or more.
9. Ancestral Item powers do not require expenditure of gold nor experience points to activate, only event triggers and level of honor.
10. Honor system is tied to Ancestral Relics. Those possessing low honor can only activate or use the first power. Only those with high honor can use an items highest powers. Thus second powers and above require a minimum amount of Honor points accrued.[/spoiler]
Samurai Ancestral Weapon:
[spoiler]
Tachi of Oniyama: a tachi is slightly longer than a katana sword and used primarily as a cavalry weapon by high ranking hatamoto samurai (cavalier). This is the ancestral relic of famed riders of House Noto, a small but notable house under Lord Hachiwara of Yonshu. This blade holds the soul of Noto no Kenjiro, a bold and dashing favorite son of the house's founder who favored tricks while riding in combat, which eventually cost him his life. Sometimes considered a cursed weapon in that the spirit of the blade tends to force its wielder to taking risks in combat. This blade wielded in Kenjiro's hands led the surprising charge that led to the rout of the Oni brigade at the Battle of Oniyama (Oni Mountain).
1st power (2nd level) +1 ancestral Hit/Damage; must defeat a house enemy in single combat of equal hit dice or greater.
2nd power (4th level) +3 ancestral bonus to Intimidation check; must slay a house enemy in single combat of at least 1 hit dice or greater.
3rd power (6th level) +2 ancestral bonus Hit/Damage; must slay a mounted house enemy in single combat of equal hit dice or greater.
4th power (8th level) +5 ancestral bonus mounted combat and ride checks; must defeat a mounted house enemy in single combat of 2 hit dice or greater.
5th power (10th level) +3 ancestral Hit/Damage; must defeat an oni in single combat.
6th power (12th level) Oni Detection (glows blue if oni are within 60' of wielder); must force at least one oni to flee from you while in combat.
7th power (14th level) +4 Hit/Damage; must force your opponents to surrender by your intimidation check after a single round of combat.
8th power (16th level) Bane vs. Oni; must slay an oni headman in the presence of his oni entourage.
9th power (18th level) +5 ancestral bonus to Hit/Damage; must lead a military charge into a force of 12 or more greater oni and win the battle.
10th power (20th level) vorpal; must slay an oni king in single combat.[/spoiler]
Commoners Ancestral Relic:
[spoiler]Sangiro's Useful Awl : this ancestral relic is possessed by a rice farming house in Oteru province, House Tanaka, is a simple farmer's tool in the form of dull iron spike on a wood handle as common as daggers are in the west. Used for digging, prying, rough carving and even an improvised weapon it is of a nondescript nature resembling any normal awl. Sangiro Tanaka was an altruistic farmer of middling wealth who sought to better his village and lord by giving aid to every person. The spirit of this item encourages its wielder to give aid and donate to every cause.
1st power (2nd level) when placed on a flat surface it always rotates to point to true north; requires an act to help someone less fortunate than you in a meaningful way. (Honor rank: 1)
2nd power (4th level) +1 ancestral bonus to Hit/Damage when used as an improvised weapon (1d3 damage, crit x2); requires an act to help someone with equal fortune as you in a meaningful way and not accept payment for it. (Honor rank: 2)
3rd power (6th level) can detect false walls or hidden door by tapping which gives a telltale sound; requires an act to help someone with greater fortune than you in a meaningful way and not accept payment for it. (Honor rank: 3)
4th power (8th level) +2 ancestral bonus to Hit/Damage when used as an improvised weapon, and can be thrown as an improvised thrown weapon; requires an act to help someone who does not deserve it in a meaningful way and not accept payment for it. (Honor rank: 4)
5th power (10th level) with a single tap on the floor before placing it flat it will rotate toward any traps in a 10' radius; requires an act to help someone whom you consider an enemy in a meaningful way and not accept payment for it. (Honor rank: 5)
6th power (12th level) +3 ancestral bonus to Hit/Damage when used as an improvised hand or thrown weapon; must save the life of someone less fortunate than you. (Honor rank: 6)
7th power (14th level) can be used to pry open any locked container without otherwise damaging it on a successful Strength check; must save the life of someone of equal fortune to you and not accept payment for it. (Honor rank: 7)
8th power (16th level) +4 ancestral bonus to Hit/Damage when used as an improvised hand or thrown weapon; must save the life of someone of greater fortune than you and not accept payment for it. (Honor rank: 8)
9th power (18th level) gains hardness of adamantine plus considered Good for the purposes of bypassing damage reduction when used as a improvised hand or thrown weapon; must save the life of someone who does not deserve it and not accept payment for it. (Honor rank: 9)
10th power (20th level) +5 ancestral bonus to Hit/Damage when used as an improvised hand or thrown weapon, and you cannot be disarmed with this awl; must save the life of someone you consider an enemy and not accept payment for it. (Honor rank: 10)[/spoiler]
Tell me your thoughts.
GP
Just a quick aside: Under the Commoner's Ancestral Relic, the 8th level power's honor rank made me laugh kinda hard.
They look good. I like how you incorporated an honor system into it and how certain powers are unlocked through special events. It encourages personal character goals and will certainly help develop them as characters. Lots of potential in those.
It feels like they should've been what Legacy Weapons are. Question, though: is there a limit to how many ancestral relics a single character can have? I imagine every player would really want one, though that could get out of hand fast. Plus, it saves a character a LOT of gold on enchanting their weapons and all that. Admittedly, I don't know anything about the honor system, but have you ever thought of maybe regulating this by making it an honorable act to intentionally receive less gold and give to those more in need? That could always help "even the scales," so to speak.
EDIT: You know what might be cool for a series of magic items? Tattoos! Okay, so not the most original of ideas, but have you searched "Yantra Tattoos" in wikipedia or google? It was used in Thailand, Cambodia, and Laos, and is used for mystical purposes by Chinese Buddhists. Having a magical tattoo stick or ink that could inscribe magic tattoos could be very cool.
Quote from: The_Weave05Just a quick aside: Under the Commoner's Ancestral Relic, the 8th level power's honor rank made me laugh kinda hard.
Yeah, you noticed that too, huh? 8) - I could have cludged the spacing to fix it, oh well I let the anomaly go :)
Quote from: The_Weave05They look good. I like how you incorporated an honor system into it and how certain powers are unlocked through special events. It encourages personal character goals and will certainly help develop them as characters. Lots of potential in those.
I think tying the items to event trigger and honor, are both restrictions and encourages character development. They are inherited objects, not purchased and have no GP or XP cost to empower, so I need some kind of restrictions or cost to use and empower. Tying honor and event trigger forces wielders to be better players - a good thing, I think.
Quote from: The_Weave05It feels like they should've been what Legacy Weapons are. Question, though: is there a limit to how many ancestral relics a single character can have? I imagine every player would really want one, though that could get out of hand fast. Plus, it saves a character a LOT of gold on enchanting their weapons and all that. Admittedly, I don't know anything about the honor system, but have you ever thought of maybe regulating this by making it an honorable act to intentionally receive less gold and give to those more in need? That could always help "even the scales," so to speak.
I've always like the idea of Weapons of Legacy, but thought it was a 'fail' in how it was done. I'm satisfied with how Ancestral Relic's work, seem effective and balanced encouraging better roleplay.
As noted in the first spoiler, there are known to be a little over 100 Ancestral Relics in existence and the secrets to their manufacture are lost, so their are a finite number and over the centuries some have been lost or destroyed. Only the greatest noble and samurai houses possess more than one such relic. Most houses only possess one, if any at all. So the player is unlikely to gain access to more than one. In the great houses, the other is possessed by a peer NPC elsewhere. So you only get one per PC, but PCs are among the lucky few who get them at all.
I like the idea of donating some GP expenditure to causes as an additional cost, to 'as you say, even the scales'. It makes sense.
Quote from: The_Weave05EDIT: You know what might be cool for a series of magic items? Tattoos! Okay, so not the most original of ideas, but have you searched "Yantra Tattoos" in wikipedia or google? It was used in Thailand, Cambodia, and Laos, and is used for mystical purposes by Chinese Buddhists. Having a magical tattoo stick or ink that could inscribe magic tattoos could be very cool.
I do want to incorporate magical tattoos in Kaidan. However, unlike Rokugan Dragon House whose monk get tattoos, in Kaidan, as in Japan, tattoos are relegated to the lowest caste in society, and especially the Hinin caste Yakuza - crime syndicate. Magical tattoos exist, but are worn only by criminals of infamy. The lower caste needs some kind of edge in the setting, tattoos are it, plus they got money, and connections in the underworld.
Good thoughts!
GP
Basically got those SPOILER listed versions and description, now statted out and posted as Preview Content for Kaidan... check it out! Kaidan: Ancestral Relics (http://ritepublishing.com/home.php?s=kaidan-ancestral-relics-by-jonathan-mcanulty)...
GP
Folding Fan of Courtly Discourse (a new sample ancestral relic)
Aura strong necromancy, CL 20th
Slot - ; Weight 1 lbs.
House Kakita is one of the leading noble houses of the Kuge (ministers of court), with ministerial positions by various members of the house. Yoshiko was the eldest daughter who had a keen mind for debate woven with skills of a lady of court. She bore a folding fan with ornate black butterflies on a field of pink peoni when flourished open. Through the ritual of the craft, now lost, her spirit was bound into her fan, and has become the ancestral relic of House Kakita. Her spirit urges her wielder to confidently engage in debate whenever it arises.
GM's discretion on when powers activate.
1st power (2nd level; Honor 1) +2 ancestral bonus to Diplomacy, Bluff and Sense Motive checks; Event Trigger: convince someone that your point of view is the correct one to change their thinking.
2nd power (4th level; Honor 2) +1 ancestral bonus to Hit/Damage as a monk weapon; Event Trigger: win a debate with someone with equal level and honor that wins you favor with someone of authority.
3rd power (6th level; Honor 3) those trying to do a Sense Motive check on you gain a -2 penalty to their checks; Event Trigger: successfully create a rumor that discredits an opponent that brings their ideas into doubt.
4th power (8th level; Honor 4) +2 ancestral bonus to Hit/Damage; Event Trigger: win a debate through a lie.
5th power (10th level; Honor 5) +5 ancestral bonus to Bluff, Diplomacy and Sense Motive checks; Event Trigger: gain a promotion over someone more qualified than you.
6th power (12th level; Honor 6) +3 ancestral bonus to Hit/Damage; Event Trigger: convince an enemy to give into your trust to pass information he should not.
7th power (14th level; Honor 7) -5 penalty to Sense Motive checks used on you; Event Trigger: bring into question an opinion of someone senior in status to you and gain her favor in spite of it.
8th power (16th level; Honor 8 ) +4 ancestral bonus to Hit/Damage; Event Trigger: successfully tell a lie that causes someone a loss in status and favor of the court.
9th power (18th level; Honor 9) take 10 on any Bluff, Diplomacy and Sense Motive checks; Event Trigger: cause someone to gain a promotion who does not deserve it and gain an ally doing it.
10th power (20th level; Honor 10) +5 ancestral bonus to Hit/Damage, gain a +5 resistance to compulsion effects; Event Trigger: embarress a senior noble and successfully pass the blame onto someone else.
GP